Fix AI movement (#37114)

Don't relay blocking anymore.
This commit is contained in:
metalgearsloth
2025-05-02 20:07:12 +10:00
committed by GitHub
parent 26ebf06b81
commit 51bff89b23
3 changed files with 10 additions and 10 deletions

View File

@@ -1,6 +1,7 @@
using System.Diagnostics.CodeAnalysis;
using System.Net;
using System.Numerics;
using Content.Shared.ActionBlocker;
using Content.Shared.Bed.Sleep;
using Content.Shared.CCVar;
using Content.Shared.Friction;
@@ -38,6 +39,7 @@ public abstract partial class SharedMoverController : VirtualController
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
@@ -110,14 +112,6 @@ public abstract partial class SharedMoverController : VirtualController
public override void UpdateAfterSolve(bool prediction, float frameTime)
{
base.UpdateAfterSolve(prediction, frameTime);
var query = AllEntityQuery<InputMoverComponent, PhysicsComponent>();
while (query.MoveNext(out var uid, out var _, out var physics))
{
//PhysicsSystem.SetLinearVelocity(uid, Vector2.Zero, body: physics);
}
UsedMobMovement.Clear();
}